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[WIP] ActiveStruts Dev Thread [updated 10.10.2014]


marce

What type of joints do you prefer?  

7 members have voted

  1. 1. What type of joints do you prefer?

    • all should be AttachJoints
      18
    • all should be ConfigJoints
      5
    • keep it as it is now (user's choice)
      66


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New (experimental) version "Rover goes Bungee" released!

New in this version:

  • flexible joints
  • a tether for Kerbals
  • bugfixes

Thanks @RoverDude for making the hook part for me :)

OP has been updated.

Wait, you released this? So easy to miss stuff, too much to keep track of.

May I humbly suggest using some way of notifying users there are updates? Like KSP-AVC or uploading to KerbalStuff?

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Wait, you released this? So easy to miss stuff, too much to keep track of.

May I humbly suggest using some way of notifying users there are updates? Like KSP-AVC or uploading to KerbalStuff?

Heh, well i thought about playing around with KSP-AVC integration after release. have to overhaul my build process a bit anyway :wink:

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Heh, well i thought about playing around with KSP-AVC integration after release. have to overhaul my build process a bit anyway :wink:

I would certainly appreciate it.

Curious if you've given any thought to moving this to release? I feel like it is pretty stable and it would almost certainly get more visibility that way. :)

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I would certainly appreciate it.

Curious if you've given any thought to moving this to release? I feel like it is pretty stable and it would almost certainly get more visibility that way. :)

Basically yes. However, ZodiusInfuser is super busy and told me literally about an hour ago that he won't be able to finish the parts. So I'll now hunt for someone to cook me a new Grapple and a new Grappler.

Once they are ready and all bugs I get reported for experimentals are dead this will finally be released.

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Basically yes. However, ZodiusInfuser is super busy and told me literally about an hour ago that he won't be able to finish the parts. So I'll now hunt for someone to cook me a new Grapple and a new Grappler.

Once they are ready and all bugs I get reported for experimentals are dead this will finally be released.

I did not realize you were getting new parts. I've always thought the current ones are pretty nice. :)

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I did not realize you were getting new parts. I've always thought the current ones are pretty nice. :)

They are! I'm very happy with those, don't get me wrong!

Just the textures are WIP and I want to release with everything in working order as far as possible. And beautiful parts will distract you all from the half-broken witchcraft I do in the background :wink:

ZI wants to release his parts in his mod pack, so I can't just give them someone else for texturing (which is fully understandable). So we'll wait a bit more and everyone will be happy.

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So I think the pink parts have a FAR incompatibility.

Was building a rocket and when I link, using free attach, then remove the entire portion of the rocket that had the grapple (was linked to a portion above what I moved). Then I get this exception spammed and the gui goes to a mostly unusable state.

NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:GetComponent (System.Type)

at UnityEngine.Component.GetComponent[FARWingAerodynamicModel] () [0x00000] in <filename unknown>:0

at ferram4.FAREditorGUI.Update () [0x00000] in <filename unknown>:0

at ferram4.FAREditorGUI.OnGUI () [0x00000] in <filename unknown>:0

at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Secondly, when using free attach the load ship shows that there are missing parts. Still loads fine though.

Lemme know if you need more info.

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So I think the pink parts have a FAR incompatibility.

Was building a rocket and when I link, using free attach, then remove the entire portion of the rocket that had the grapple (was linked to a portion above what I moved). Then I get this exception spammed and the gui goes to a mostly unusable state.

NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:GetComponent (System.Type)

at UnityEngine.Component.GetComponent[FARWingAerodynamicModel] () [0x00000] in <filename unknown>:0

at ferram4.FAREditorGUI.Update () [0x00000] in <filename unknown>:0

at ferram4.FAREditorGUI.OnGUI () [0x00000] in <filename unknown>:0

at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Secondly, when using free attach the load ship shows that there are missing parts. Still loads fine though.

Lemme know if you need more info.

Hi Nori!

Damn, I thought I had caught that. It's less a FAR problem than a non-clean part removal in the editor (which is !_MUCH_! harder than in flight).

I thought a good time about this today and would once again like to collect some user opinions before putting more work into any direction.

Since it seems I can't edit the thread-poll I created one of those fancy strawpoll thingys and would really appreciate if everyone who has tried experimentals could participate (will take you less than a minute).

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Hi,

great mod. I've used a lot. but recetly I decided to switch to linux (a lot of mods = I need x64 = I need linux until winx64 gets fixed). Once in linux I'm starting to have problems: basically this brokes the ships. For some reason every part that has this modules applied doedn't allow any other one to attach to it.

Since this module is required to be applied to be applied to every part (using MM) it has forced me to uninstall it.

I have tested with a clean installation to rule out mod incompatibility. Both alone and with only IR, no solution. If I remove the MM files then it only happens with its own parts, so I think is the part module itself.

I'm testing it in Linux (Ubuntu) as with KSP x64. but all the other mods tested worked fine once I solved my configuration problems. I still think it maybe something on my linux configuration (In Spain 1.000=1000 and 1,000=1) which caused me a few problems with other mods. but I think I've solved it (basically my linux version is in pure english now).

Before screaming "bug!", I would like to confirm if I'm the only one and If someone has this mod running on linux x64 without any problem. So I can now if is a bug in the dll or I have to change something else on my side. (my linux abilities are a little rusty, long time since I touched it)

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Hi,

great mod. I've used a lot. but recetly I decided to switch to linux (a lot of mods = I need x64 = I need linux until winx64 gets fixed). Once in linux I'm starting to have problems: basically this brokes the ships. For some reason every part that has this modules applied doedn't allow any other one to attach to it.

Since this module is required to be applied to be applied to every part (using MM) it has forced me to uninstall it.

I have tested with a clean installation to rule out mod incompatibility. Both alone and with only IR, no solution. If I remove the MM files then it only happens with its own parts, so I think is the part module itself.

I'm testing it in Linux (Ubuntu) as with KSP x64. but all the other mods tested worked fine once I solved my configuration problems. I still think it maybe something on my linux configuration (In Spain 1.000=1000 and 1,000=1) which caused me a few problems with other mods. but I think I've solved it (basically my linux version is in pure english now).

Before screaming "bug!", I would like to confirm if I'm the only one and If someone has this mod running on linux x64 without any problem. So I can now if is a bug in the dll or I have to change something else on my side. (my linux abilities are a little rusty, long time since I touched it)

Thanks!

I _think_ it's caused by a config path loading issue which will be fixed in the next update (due shortly after 0.25), but to be sure could you upload me a player.log (since you are on linux) of when this happened?

Oh and btw: the MM requirement is gone since experimentals :)

And a heads-up on the poll for everyone: currently I have 8 votes and a majority (a very big one :rolleyes:) wants to remove FreeAttach from the editor.

If you don't like that you have a chance to change it by voting until tomorrow 6 pm GMT+2, then I'll close the poll and implement whatever wins.

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Thanks!

I _think_ it's caused by a config path loading issue which will be fixed in the next update (due shortly after 0.25), but to be sure could you upload me a player.log (since you are on linux) of when this happened?

Oh and btw: the MM requirement is gone since experimentals :)

And a heads-up on the poll for everyone: currently I have 8 votes and a majority (a very big one :rolleyes:) wants to remove FreeAttach from the editor.

If you don't like that you have a chance to change it by voting until tomorrow 6 pm GMT+2, then I'll close the poll and implement whatever wins.

You maybe rigth about the path issue:

I do a clean install and tried to add the hook. It didn't stick to the ship

IsolatedStorageException: Could not find a part of the path "/home/kaiser/Desktop/GameData/ActiveStruts/Plugin/ActiveStruts.cfg".

This is the line that make me very think that. Also It seems every time I tried to stick it again it keeps adding the number of pàrts in the log, whereas the ship still has only 2

If you want the whole file is here:

https://www.dropbox.com/s/5ct9zboyq6sh3g9/Player.log?dl=0

Also if you want me doing more test I can try.

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And a heads-up on the poll for everyone: currently I have 8 votes and a majority (a very big one :rolleyes:) wants to remove FreeAttach from the editor.

If you don't like that you have a chance to change it by voting until tomorrow 6 pm GMT+2, then I'll close the poll and implement whatever wins.

I'd suggest you wait until there's more than 1 vote between the two leaders. Failing that, have the options form a coalition :P

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You maybe rigth about the path issue:

I do a clean install and tried to add the hook. It didn't stick to the ship

IsolatedStorageException: Could not find a part of the path "/home/kaiser/Desktop/GameData/ActiveStruts/Plugin/ActiveStruts.cfg".

This is the line that make me very think that. Also It seems every time I tried to stick it again it keeps adding the number of pàrts in the log, whereas the ship still has only 2

If you want the whole file is here:

https://www.dropbox.com/s/5ct9zboyq6sh3g9/Player.log?dl=0

Also if you want me doing more test I can try.

Yes, thank you! You'll be fine after the next update. I switched to linux as well (for the same reasons) so from now on everything should be linux proof.

I'd suggest you wait until there's more than 1 vote between the two leaders. Failing that, have the options form a coalition

I'm close to making it a config option if FreeAttach is disabled in editor or enabled but the target has to be removed manually, yes... (but what will be the default? :wink:)

Oh btw: I'm learning Blender & Unity myself, don't have a clue yet (very different to SolidWorks all that...) so wish me luck :D

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Hi guys! I’m working on an overhaul of all my mods due shortly after 0.25.

It will bring KSP-AVC support, bug fixes, new features and even a few new parts. I’m kicking stuff around my server too, so if downloads fail please bear with me, all will be well :wink:

Here’s a short teaser showing one of the new thingies for ActiveStruts (oh my, I had to start creating parts myself, brace yourself I have no talent at all (I knew it!!! That’s why I didn’t want to do that in the first place!!! :wink:))

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Doesn't look bad to me! Great work and very useful. So do they sort of auto aim to each other?

I was wondering, is it possible to have multiple struts integral to a part? I have an idea for a launch capsule with a bay for rovers. Which is all well and good, but what's missing is a way of retaining the rovers in place (a single docking node doesn't cut it). What I was thinking of was having maybe eight strut connections pointing into the bay that can be activated manually in flight, attaching to the rover wherever they intersect it and creating the joints accordingly. What you've demonstrated above looks almost perfect - in fact, having tie down points placed on the rover might be even better - but having to place the struts manually inside the bay would be rather tricky.

Fantastic work, I'd appreciate any insights you may have :)

Edited by lo-fi
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Doesn't look bad to me! Great work and very useful.

Thanks, I'm trying very hard :)

So do they sort of auto aim to each other?

Yes. :)

They follow the following logic:

  • search for the nearest (distance) target in range (so yes, you can get different struts after reloads if distances changed or floatingpoint errors occur)
  • only connect to targets on the same vessel (to avoid catching others on a fly-by)
  • only connect to targets with a different parent part (because jointing a part with itself doesn't have any benefit but wastes resources)
  • only connect to targets in a different group (there is a simple group system with +/- actions, the group can be set in the editor and changed any time for each one idividually). This is required to prevent those with a different parent to connect to each other (like in my video the 4 strutter on each vessel are in one group but diferent ones on each vessel, so they connect only after docking because suddenly targets in a different group are on the same vessel)
  • only connect to enabled targets (each single one can be disabled and enable any time, useful if you want to temporarily unlock (I tried to add status lights: green = linked, yellow = standby & ready to connect, red = disabled))
  • unlink if target vessel changes (so if you undock, the struts are gone automagically and are back when you dock again)

So while you can't directly control to which target they connect, it's handy to have it done automatically on docking or so (I saw I succesfully video-edited the relevant part out :blush:, once the two vessels dock the 4 joints are created almost instantly and without me doing anything, tying the vessels together - not perfectly because this is KSP, but a lot better than with a dockingport only).

I was wondering, is it possible to have struts integral to a part? I have an idea for a launch capsule with a bay for rovers. Which is all well and good, but what's missing is a way of retaining the rovers in place (a single docking node doesn't cut it). What I was thinking of was having maybe eight strut connections pointing into the bay that can be activated manually in flight, attaching to the rover wherever they intersect it and creating the joints accordingly. What you've demonstrated above looks almost perfect - in fact, having tie down points placed on the rover might be even better - but having to place the struts manually inside the bay would be rather tricky.

Fantastic work, I'd appreciate any insights you may have :)

Welding strut-guns into a part is something I'm actively researching (you half-unveiled one of my hidden projects :(), I'll let you know when I figure it out :wink:

Edited by marce
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Cool development. Have you played with (or are you willing to play with or at least release the ability for us to play with) the opposite grouping idea, where AStruts will only link to the nearest AStrut that IS in the same group with it?

I'm not sure if it would cause any problems, but in my mind it seems more logical. Also, for the majority of cases it'll just work out of the box (with all AStruts in the same default group, they'll by default link together when possible).

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Cool development. Have you played with (or are you willing to play with or at least release the ability for us to play with) the opposite grouping idea, where AStruts will only link to the nearest AStrut that IS in the same group with it?

I'm not sure if it would cause any problems, but in my mind it seems more logical. Also, for the majority of cases it'll just work out of the box (with all AStruts in the same default group, they'll by default link together when possible).

Yes I tried it that way round and had more problems in the use cases I intended it for.

Anyway, I just added a config option to flip it if you like it the other way round (I will set default to the way I feel it's better, but changing a "False" to a "True" is all you have to do if you don't like it).

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Superb! Thank you for the detailed response, I really appreciate it. I think you've pretty much sorted everything I need for my next project :D

Maybe I can bodge a way to spawn your new auto struts at nodes on my lander chassis for the moment, but I look forward to the integral strut guns. Keep up the great work!

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I get 404 errors when I try to download the plugin file! Both versions!

Do you still have the file that is compatible with 24.2? I tried the Robostruts from ZI's Infernal Industries Rework parts, but they caused my ship to take literally ten minutes to load in the VAB or on the launchpad. My little rover can't hold itself together during launch!

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I get 404 errors when I try to download the plugin file! Both versions!

Do you still have the file that is compatible with 24.2? I tried the Robostruts from ZI's Infernal Industries Rework parts, but they caused my ship to take literally ten minutes to load in the VAB or on the launchpad. My little rover can't hold itself together during launch!

Broken on purpose because I'm kicking around files and restructure the mod (please note that this is not yet released!).

You can try this download for 0.24.2 but I won't support it any more (and this download link will be pulled after release as well).

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